[gd_resource type="ShaderMaterial" load_steps=2 format=2]

[sub_resource type="Shader" id=1]
code = "shader_type spatial;
render_mode unshaded;

uniform float thickness;
uniform float step_theta;
uniform float step_phi;

void fragment(){
	
	if (mod(UV.y,step_theta*abs(1.0+sin(TIME/10.0)/2.0)) < thickness) {
	ALBEDO=vec3(255,0,255);
	} else{
		ALBEDO=vec3(0,0,0);
	}
	
}"

[resource]
shader = SubResource( 1 )
shader_param/thickness = 0.01
shader_param/step_theta = 0.056
shader_param/step_phi = null
